It revolves around participants assassinating non-player characters, either in a solitary attempt or with the co-operation of others, and is structured in sequences. There are 25 sequences at a basic level, each which become increasingly more difficult through progression. Within each sequence the participants are required to complete a specific objective type, with the intent on achieving the most points possible.

Contents

Objective types

It is important to note that the goal is achievable faster with higher quality kills. Primary means of accomplishing this are through a slow approach, assassination with high focus, and remaining hidden. These are all skills required to complete the further discovery modes in the internal research stage.

Assassination

Participants are required the eliminate as many targets necessary, in order to earn enough points to complete the sequence, with the amount reduced through higher quality assassinations. The number of targets for each sequence equals the number of players in Wolfpack, with some exceptions; it is possible for an additional target to appear.

Defense

Exclusive to the internal research stage, a defense sequence consists of three to five numbered chests appearing, each labeled A, B and C (with D and E dependant on additional participants) at a location on the map. Shortly after, looters will attempt to steal their contents, for which the goal of the players is to prevent this through the elimination of the soldiers.

Unless the chests' loot has been stolen and the sequence "failed", then through the accomplishment of the point threshold and the remaining looters killed, the defense will be a "success".

Infection

Once more exclusive to the internal research stage, an infection sequence is comprised with three "Healthy Packets" that participants must collect to take down "infected" targets. Without these packets, the targets are invulnerable and highly aggressive, seeking out players to stun. Their numbers depend on participants active within the Wolfpack session, and upon their defeat, any additional Healthy Packets distribute a point bonus depending on their quantity remaining.

Sync kill

A special sequence occurs on sequences 10, 16, 22 and 25, which require a "Sync Kill" to automatically progress. To successfully complete these sequences, individuals must either have the relevant target locked or highlighted, before they enter into the kill radius.

For sessions with more than one participant, it is important that each Animi Avatar has a separate target locked, or else the Sync Kill prompt will not initiate. The Sync Kill will also fail if any of the Animi Avatars are discovered. In the event a player leaves, the Sync Kill will automatically fail.

Once the Sync Kill requirements are met, a quick time event involving the assassinate button will appear, upon which pressing will cause the Sync Kill to be successful if performed in time. Despite always receiving 250 points as an extra objective reward, individuals can also accrue additional bonuses to increase their kill score, which will carry forward to the next sequence's progress.

Archetypes

As Wolfpack is composed of various targets, there are many archetypes that are included, each with their own behaviors. This is dependent of up to four factors, being the target's awareness in detecting the participants, how they react on being startled, the abilities they use, and the perks they employ to help them escape or retaliate.

Console Stage:

Envoy

Detection: Wary

Reaction: Coward

Abilities: Smoke Bomb, Decoy

Soldier

Detection: Wary

Reaction: Fighter

Abilities: Smoke Bomb, Disguise

Mole

Detection: Short-sighted

Reaction: Coward

Perks: Resilience

Lookout

Detection: Short-sighted

Reaction: Fighter

Perks: Resilience

Tracker

Detection: Wary

Reaction: Coward

Abilities: Disguise

Perks: Blender

Legionnaire

Detection: Wary

Reaction: Fighter

Abilities: Bodyguard

Perks: Resilience

Spy

Detection: Wary

Reaction: Coward

Abilities: Firecrackers

Scout

Detection: Wary

Reaction: Fighter

Abilities: Firecrackers

Lieutenant

Detection: Wary

Reaction: Coward

Abilities: Decoy

Captain

Detection: Alert

Reaction: Fighter

Abilities: Decoy

Perks: Blender

Recruit

Detection: Alert

Reaction: Coward

Abilities: Bodyguard

Perks: Resilience

Hunter

Detection: Alert

Reaction: Fighter

Abilities: Disguise

Perks: Blender

Internal Research Stage:

Basic Coward

Basic Coward Alt

Advanced Coward

Advanced Coward Alt

Elite Coward

Elite Coward Alt

Basic Fighter

Basic Fighter Alt

Advanced Fighter

Advanced Fighter Alt

Elite Fighter

Elite Fighter Alt

Looter

Thief

Striker

Brawler

Infected Brawler

Infected Brute

Extra objectives

Extra objectives are optional kill constraints that are changed with every sequence, which can be located towards the top-left of the heads-up display. They range from earning added bonuses on kills to trigger point-based rewards, spanning from Incognito kills, Multi-Kills, Assist bonuses and many others, including combination requirements such as "Focus + Hidden".

While this point bonus initially begins at 100 points, it increases to 250 points at sequence 11, until sequence 19, where it reaches its maximum value of 400 points.

In the internal research stage, these bonuses activate upon meeting their request, before eventually cycling back, allowing for the continuation of extra objectives seperate from sequence number.